Feather is incredible as a Boros Commander. Boros has (2) major weakness. Card Advantage and Mana Ramp.Feather fully resolves the first problem. If you keep most of your deck under 3cmc, mana ramp isn't a major concern for you. Stuff like land tax (which you have) can help keep up with green in turns of land counts.Edit: I think you would be fine with 40 land in this deck (including fetch). You dont have a high enough mana curve to ever need more than 5-6 on the battlefield.Im surprised you didn't include "expose evil" as a card draw instant (that feather can recur)Also, "Ephemerate" and "Cloudshift" are 1 mana instant, that will target "Feather" to protect her from removal.Something like "gift of immortality" could allow to to include multiple board wipes while keeping feather on the battlefield.
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"voltron" combo suggestions (to combo with you commander) for winning via commander damage:EmbercleaveUncaged FuryOnward // VictoryGhostblade EidolonChandra's Ignition (would count as commander damage....)Weaker choices:Gravitic PunchInsult // InjurySoul's Fire
"Gift of Immortality" would be a very good fit for this deck. Enchant one of your creatures (ideally one those that either doubles or redirects damage). Play a board wipe and then your creature returns right back to the battlefield.
Looking @ your mana curve (i'm counting sol ring as a land)https://stattrek.com/online-calculator/hypergeometric.aspxPlaying a land, Turn #1 94%Playing a land, Turn #2 79%Playing a land, Turn #3 60%Playing a land, Turn #4 41%Playing a land, Turn #5 25%You don't have enough land. (EDIT: Raising you land count to 40, would improve Turn 4 to 63%)General advice to compensate for low land counts is card draw and mana acceleration effects. Unfortunately, this is a Boros deck. A lack of options in those categories is regarded as one of the "guilds" biggest weaknesses. You have a significant shortage of both effects in this deck. Another common bit of advice I hear for EDH is to have at 8 cards in your deck that provide a certain effects. You are going to have a difficult time competing with the other players for mana ramp and card advantage. Instead of trying to overcome your "guild"" weakness, how about removing those elements entirely and doubling down on on its strengths.Red + White absolutely excells at mass artifact removal and (creature) board wipes. This deck only contain a handful of them right now, there are sooooooo many good options out there. Heck, playing white gives you access to "indestructible", make those board wipes one sided. (Edit: non-green tends to use artifacts for mana acceleration. Combining this with creature removal, you can also eliminate much of the non-blue card advantage stuff your opponents use). If you cant keep up with card draw, compensate by getting really really good at card "removal" Re: Your commanderIf you can get double strike on her (both colors have lots of options), she can kill your opponent in one attack.
have you considered "contagion clasp" and "grim affliction"both function as a from of creature removal, and a proliferate. it helps to have cards that function in both deck configurations (allowing your sideboard switch to be more dramatic). I advise, removing sign in blood. if you reach the point in the game where you can spare 2 mana to cast it, you have probably already lost.
a keyword search for "defender", 2 mana creatures. reveals a bunch on blue and green creatures that either mana ramp or draw cards. Since your game plan is an alternate win condition, you have the freedom of choosing creatures that complete trade damage for defense.
Instant speed copy effects might be better than "Clone" (as you can reserve mana for counterspells, and create a copy on opponents turn) there are some really nice ones for three manaPolymorphous Rush (the kicker will allow multiple copies)Fated IntuitionCackling Counterpart (this has flashback)And as mentioned earlier , a kicked "Rite of replication" can win you the game on the spot.
Growth chamber guardian is not a bad plan, its a 2 mana creature you can pump up turn 3 (3 mana) and sacrifice later for your search outlets. Have you looked at "Fauna Shaman"? it serves both your creature and tutor needs (it can fetch biomancer on its own and later be sacrificed to grab another). what are your thoughts on "rite of replication"?
as a template.4x neoform (or Incubation // Incongruity)4x Biomancer12x clone effects8-10 2cmc defensive creatures8-10 defensive spells22 landsthat should work pretty good. Even better if you can include scry effects and keep everything under 3 mana.
From a probabilities perspective I have four pieces of advice:https://stattrek.com/online-calculator/hypergeometric.aspxFirst, Increase your land count to 22. That should get you your third mana on Turn 3. This will allow you to strip out 2 of your 6 1-mana "card advantage" spells.Second, since your deck requires "biovisionary" to be on the battlefield, you need a super cheap and efficient way to dig through your library for it. something like "Incubation // Incongruity" can do that for you. that spell can replace your other 4 card draw cantrips (1 mana spells)Third, It appears that "prime Speaker Vannifar" and "neoform" are your backup plan to getting biovisionary on the field. However, making that work is going to require 8-10 2-mana creatures in your deck. that would necessitate a lot of changes.As an alternative, take a look at "Nissa, Steward of elements"The +2 will dig through your deck to find things you needThe +0 will put creatures on the battlefield for free (speeding you up and avoiding counterspells)The -6 could even function as a backup win condition.Fourth,Other than the artifact you don't really have a use for the extra mana granted via "plasm capture". If you have larger bulk card draw effects (letting you consistently play multiple spells every turn) it would be great, but you dont have that right now. downgrade it to a cheaper mana version that can be used defensively against aggro decks.
it also has first strike, i like that suggestion.
Competitive Modern would require lethal damage by turn 3-4. Competing at that level would require atleast $200+ more in cards (Aether Vial being huge ones). A deck like this doesn't really have a chance against tiered decks, but it is thematic and with some tweaks could be effective as a causal table.Edit: and at that $ cost point, switching over to 5c humans is better in almost every conceivable way.
Also, if Honor of the pure is coming down on turn three, a replacement might be able to take advantage of the third mana. "Spear of Heliod" has the same effect but also has a removal option built in.
i was suggesting taking it out for tempo reasons. The instant causes the same amount of damage as attacking (with honor of the pure) twice. You are going to spend atleast your first 2 turns playing creatures (or an equipment) that means honor of the pure will come down turn 3-4. Aggro decks need to deal lethal damage by turn 6, that only leaves you 2-3 turns of attacking. I dont see this deck creating enough creatures to hit the damage benchmarks (you dont have the removal to keep going after turn 6).
21 Lands is a good number for an aggro deck.My concern here is the large number of three mana spots dedicated to utility. You have 10 sources of First strike on the deck (which ensures you will have access to it), however you don't seem to be capitalizing on it.I would suggest replacing "thraben inspector" and "Rally for the throne" with human-centrist equipment:Silver-Inlaid DaggerAvacyn's CollarVeteran's Armaments (most of your creatures are soldiers)Because of first strike, you can really capitalize on the mana efficiency of equipment that only boosts power. (Visualize a fully leveled up student equipped with the dagger) Possible alternative for "path to exile":Gallows at Willow Hill"Gather the Townsfolk" might be a better choice than "rally for the throne". If 3 mana is the top of the curve. that should be where your big damage boosts are coming from. consider replacing "Honor of the pure" with damage boosting instants like "Guardians' Pledge". Honor of the pure is a sustained power boost, but as an aggro deck, you need to pile the damage on fast (rather than consistently)
Third,Ashiok, Nightmare Muse is a powerful card. It could very easily be a win condition (and the highest cmc card in the deck). However it is not strong enough to win the game on it own, you would need to design the deck around it.Take note of the ultimate (-7) ability. that ability is NOT exclusive to cards exiled only with ashiok. If you dedicate your deck to exiling the opponents spells, creatures and hand (face up) you can win the game by playing the best cards in the opponents deck against them. I did a key word search for "exile target" under standard legal cards, there is more than enough there to entirely build a control deck around.Hand Destruction:Unmoored Ego (3cmc)Never happened (3cmc)Spectors Shirek (1cmc)Agonizing Remorse (2cmc)Covetous Urge (4cmc)Creature Removal:Ob Nixilis's Cruelty (3cmc)Epic Downfall (2cmc)Final Death (5cmc)Grotesque Demise (3cmc)Legion's End (2cmc)Cry of the Carnarium (3cmc)Eat to Extinction (4cmc)Counterspells:No Escape (3cmc)Deny the Divine (cmc)Devious Cover-Up (4cmc)Covetous Urge (4cmc)Ashiok's Erasure (4cmc) **enchantment**Use Covetous Urge and Ashiok, Nightmare Muse as your win conditions (6-8 total in your deck). Everything else in the deck can be fully devoted to getting rid of the opponents stuff until you are ready to use it against them. the Black/blue combination excels at this (but cant really deal with enchantments and artifacts once they are on the battlefield). If you limit yourself to 24 lands and not using cards with more than 5cmc, you should have the resources to slow down aggressive opponents as well as remove key cards from other control players.You wont be ideal in every matchup, but that's what a sideboard is for. Edit:in this case, "draw cards" spells should be the more expensive cmc versions on the curve. This is because you will be removing the dangerous cards from the control oppoents hand early on, and you are going to be tapping out every turn (in the early game) against aggro players.
Second, you need to dedicate more fully to either a control or aggro decks (building effective mid-range, tempo and combo decks are far more complicated).If you are going for aggro, the highest costs card in the deck shouldn't be more than 4 cmc and you should be able to consistently deal 20+ total damage no later than turn 6. This generally requires sacrificing land and interaction (ie removal) in exchange for overwhelming your opponent with threatsIf you are going for control, your goal is to be extremely defensive for the first 4-5 turns, and put only a handful of win conditions in the deck. The win conditions tend to be the expensive cmc cards and you do not play them until you are confident your oppoent has run out of "gas".Also, synergy and consistancy is key. the reason people tend to put 4x of cards in decks is because they can make their decks extremely efficient and good at a specifically designed theme/task. You don't seem to have enough dedication to a theme right now. Your biggest themes right now seem to be:(1) Mill(2) "enters the battlefield"However, neither of those seem to lead into a win conditions and you don't have enough cards to create a consistent effect (consistently doing something would require at least 15% of your decks cards to do "it").
Going to seperate my advice into a couple posts:You currently have only 22 lands in the deck. That is not enough for your current mana curve. https://stattrek.com/online-calculator/hypergeometric.aspxyou only have a 13% chance of being able to cast your 7 cmc card on turn 7.The rule of thumb I use for building decks is to set lands = 19 + (highest cmc in the deck). In this case, you need 26 lands.
whoops, I missed a bunch. My Apologies
If you are building a deck based around Crested Sunmare, you should get a secondary source of his primary theme. The enchantment "Gift of Immortality" provides a second source of indestructible.Since indestructible creatures don't die to combat damage, enchanting/equipping your creatures with the "lifelink" and "vigilance' keywords will spawn indestructible horses even faster. Perhaps remove some of the more expensive cards and put in good equipemed/auras?Perhaps some cheap lifegain creatures like soul warden to counter opponents with token strategies of their own?Having an indestructible life-link blocker that spawns creatures if it blocks will discourage the opponent from attacking you.
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